The Spectres of Amar Pass

Iron Age

In this age on Nalmorah, humans are in an iron age, and the other races have only in recent history perfected the art of steel. All weapons and metal armor using the base prices are Iron, not steel. Steel weapons cost three times as much as their Iron counter parts. Sword smiths are also a rare breed. Even an Iron sword costs twice as much as the price listed in the 5th Edition Weapons Table. Listed below are rules for

Iron Weapons/Armor:

Breakage: Iron is not as strong or flexible as steel and therefore can sometimes be unreliable in combat. All Iron armor, take a point of damage after every three natural success critical against the item. All Iron Weapons take a point of damage after every three natural critical (1’s or 20’s) with the weapon. Once an iron armor or weapon takes half of its hit points in damage it becomes Fragile (Rules Listed Below).

Mending and Make Whole spells set the status of the item back to fully functioning and clear any damage done.

Weapon and Armor Hit Points

Size

Type

Hit Points

Small

Light Iron Armor

1d6+1

Small

Medium Iron Armor

1d6+2

Small

Heavy Iron Armor

1d6+3

Small

Shield

1d4+1

Small

Simple Iron Weapon

1d4

Small

Martial Iron Weapon

1d4+2

Medium

Light Iron Armor

1d8+1

Medium

Medium Iron Armor

1d8+2

Medium

Heavy Iron Armor

1d8+3

Medium

Shield

1d6+1

Medium

Simple Iron Weapon

1d6

Medium

Martial Iron Weapon

1d6+2

Large

Light Iron Armor

1d10+1

Medium

Medium Iron Armor

1d10+2

Large

Heavy Iron Armor

1d10+3

Large

Shield

1d8+1

Large

Simple Iron Weapon

1d8

Large

Martial Iron Weapon

1d8+2

Fragile: Weapons with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. Fragile weapons make all attacks at disadvantage, should any thing give the wielder of the Fragile weapon an advantage to their roll the two cancel out and they make an attack unmodified. Armor with the fragile quality are not properly protecting it’s wearer, anyone attacking someone wearing fragile armor gains an advantage to all attacks.

After an Iron Weapon or Iron Armor becomes Fragile it continues to take damage for each critical against it; Natural 20 on attack against Iron Armor and Natural 1’s and Natural 20’s on attacks by Iron Weapons. Iron Weapons and Armor that has its hit points reduced to 0 are considered broken and useless.

Fragile Iron weapons and Armor can be brought to a smith to be fixed or be fixed by a player character with the proper Tool proficiency and the tools to fix the Iron Weapon or Iron Armor. Repair DC is 12+ Damage taken.

Broken: Iron Weapons and Armor that are broken can be repaired when brought to a smith to be fixed or be fixed by a player character with the proper Tool proficiency and the tools to fix the Iron Weapon or Iron Armor. Repair DC is 13+ Damage taken.